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Old 02-19-2012, 03:50 PM   #1
[md]MadMak[rus]

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Default NLAW autolock

NLAW auto-locks to vehicles.

YouTube Video


Why?

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Playing PR:ArmA2 since v0.1 Beta release



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Old 02-19-2012, 03:54 PM   #2
[R-COM]MaSSive
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Default Re: NLAW autolock

Looks like TAB locking and marks and signals are removed but if you fire it in general direction of vehicle, even if not aiming to it, it will nevertheless hit that vehicle. I might be wrong and deviation took part here.


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Old 02-19-2012, 03:58 PM   #3
[md]MadMak[rus]

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Default Re: NLAW autolock

Quote:
Originally Posted by [R-COM]MaSSive View Post
Looks like TAB locking and marks and signals are removed but if you fire it in general direction of vehicle, even if not aiming to it, it will nevertheless hit that vehicle. I might be wrong and deviation took part here.
Try it for yourself on LAN. NLAW autolocks!

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Old 02-19-2012, 04:06 PM   #4
galzohar

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Default Re: NLAW autolock

What difficulty settings have you used in your test? Make sure the "autoguide AT" difficulty option is disabled, as I bet the servers have it disabled too.

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Old 02-19-2012, 04:10 PM   #5
[md]MadMak[rus]

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Default Re: NLAW autolock

Quote:
Originally Posted by galzohar View Post
"autoguide AT"
Where to find this option? I was using Expert setting. Will try it on TG and post my video.

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Old 02-19-2012, 04:12 PM   #6
galzohar

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Default Re: NLAW autolock

In Expert it's supposed to be forced off, but you might still be able to override it via your playername.arma2oaprofile file.

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Old 02-19-2012, 06:10 PM   #7
[md]MadMak[rus]

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Default Re: NLAW autolock

Confirmed for PR:ARMA2 v. 0.1 R.I.P server

YouTube Video


I am 100% sure that it works for v. 0.15 on TG

Should we move it to BUG section?

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Old 02-19-2012, 07:02 PM   #8
TrialsLife

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Default Re: NLAW autolock

I had this earlier, only I was firing at infantry and was trying to work out how my LAWs were dropping so low.

Seems like the were attracted to the technical on the valley floor.....gah
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Old 02-19-2012, 09:51 PM   #9
[R-MOD]Cp
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Default Re: NLAW autolock

The way the NLAW currently behaves ingame is how BIS made it, no changes have been done to it so far.

Short answer: The NLAW (also known as the MBT-LAW) is guided IRL, so its not a bug.


Long answer: The NLAW in IRL is extremely similar to the SRAW. It has inertial guidance provided by an inertial navigation unit (INU) on-board the missile. It is fire and forget, meaning once you've pressed the trigger and the missile leaves the tube you don't have to/can't affect what the missiles does, It has advantages and disadvantages but I'll get to that.

Its built to be simple to use IRL and it is single shot, meaning once you've fired it, that quite expensive piece of weaponry you held in your hands is now a worthless piece plastic as all the fancy electronics is on-board the missile and is hopefully hurtling towards your designated target. The launcher can be disposed off since just like with the AT4, you can't reload it. It doesn't have any complex sighting system, in game currently it has an ACOG, but you could use any sight you wanted as long as its properly aligned with the launcher. Aimpoints can be used for example or a nightvision scope.
Once the launcher has been used you remove the sight and keep that and dispose of the tube, ACOGs and NV scopes don't grow on trees.

The guidance is as I said "inertial" essentially the missile is blind, It isn't heat seeking, it doesn't have a radar and it can't track a laser.
Before launch the operator tracks his targets for a few seconds, the missile detects at which rate the operator turns the launcher and in which direction. The missile has no idea what it's going after or at which range the target is at. Once launched the operator is free to do whatever he wants (taking cover would be something that might spring to mind, others might just want to sit back and watch the fireworks) the missile will follow a constant curve which it calculated while the operator was tracking the target, as long as the target keeps a constant direction and speed the missile will hit it (Unless the operator fired at a target which is out of range, in that case the rocket motor would burn out on the missile and it would crash and burn before reaching the target)

But, and here is the downside of this type of guidance system, If the target changes speed or starts turning the missile can't correct for this since its blind and all it knows about its existence is that it got launched at a specific point behind it and its purpose in life was to turn at a constant speed. If the change in speed or direction of the target is sufficient the missile will miss and there's nothing you can do about it.







All this is ofc not ingame, All AT weapons in ARMA are very simplistic compared to their real life equivalent and don't really feature any of the down sides of any of the systems.
The NLAW in its current state ingame is pretty much heat-seeking, It will go after the closest vehicle in a cone infront of the launcher no matter what. Which can be really annoying in some cases (It can start chasing wrecked vehicles closer to you than the APC you were actually aiming for) Or it can be incredibly overpowered with no way of defeating in open ground.


If or when this will be addressed isn't something I know, the to-do list is long and such advanced stuff as inertial navigation systems is with a good reason not a high priority.


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Old 02-20-2012, 03:56 AM   #10
[md]MadMak[rus]

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Default Re: NLAW autolock

As far as I know, NLAW has two firing modes. With inertial guidance and without it like usual RPG. Could we make it at least like RPG, because as it is now, it is like you have aimbot build into the rocket launcher.

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